User:MrFunreal/Sandbox

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Revision as of 08:21, 30 June 2025 by MrFunreal (talk | contribs) (Created page with "{{Metanotice | hex = #ff00ff | id = | textstyle = font-family:monospace; | style = border:1px solid currentcolor; | text = This is a test page for edits I want to do ''eventually'', without having to have a half baked page because i don't have enough time to edit it on one sitting. Or whatever possible reason i might have.<br> Assume the data on this page to not be fully fleshed out for as long as it remains here. }} ==L4D2 Detail sprites== {{l4d2|4}} has three differen...")
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This is a test page for edits I want to do eventually, without having to have a half baked page because i don't have enough time to edit it on one sitting. Or whatever possible reason i might have.
Assume the data on this page to not be fully fleshed out for as long as it remains here.

L4D2 Detail sprites

Left 4 Dead 2 Left 4 Dead 2 has three different sources of where it got its detail sprites from. Some from Counter-Strike: Source, some from Left 4 Dead and some made new for Left 4 Dead 2.
Unfortunately, these are sometimes mutually exclusive, by virtue of needing to use a different "Detail Material File" setting in Hammer Hammer.
This page lists all vanilla blend textures showing you what "Detail Material File" they use, which in turn shows you which can be used together, and which can not be used together.
If you want to use the textures with different sprites, you'll need to manually create new materials that make use of different %detailtype settings in the vmt. Otherwise you'd see broken sprites on the map.


Warning.pngWarning:%Detailtype "alleydirt_leaves" was never ported from L4D1 to L4D2. It's only used on "nature/blend_alleydirt_leaves", from Crash Course.

%Detailtype "urban_overgrown_docks" does not exist in neither L4D1 nor L4D2.

These two are contained in this Github Repo, amongst many other updates to hammers fgd.

Blend Material by Detail Type

DetailSprites

BlendLeavesTrainyardDirtB.vmt is the only material that uses detail/detailsprites. Which means your map can not use any other materials with sprites on it, as none other share this Detail Material.
But you may easily edit this vmt to use a different detailtype. Whatever detail type this vmt has when compiling the map will be used, no matter of the vmt on other machines are not the same.

DetailSprites_Overgrown

These blend materials all use "details/DetailSprites_Overgrown.vmt". These can only be used with each other, or any blend materials that do not have any sprites to begin with.

RuralDetailSprites

These blend materials all use "details/RuralDetailSprites.vmt". These can only be used with each other, or any blend materials that do not have any sprites to begin with.

Note.pngNote:* These materials only exist in the proved Github Repo. As they originally were broken or didn't exist.

No Detail Material

Materials without Details/Sprites 
  • blend_alley_conc_dirt
  • blend_blacktop_01
  • blend_blacktop_01_cheap
  • blend_blacktop_01_wet
  • blend_blacktop_02
  • blend_blacktop_02wet
  • blend_blacktop_03
  • blend_blacktop_03wet
  • blend_blacktop_03wet_dirt
  • blend_blacktop_04
  • blend_blacktop_05
  • blend_blacktop_06
  • blend_blacktop_06
  • blend_blacktop_brick_01
  • blend_blacktop_brick_01b
  • blend_blacktop_cobb_01
  • blend_blacktop_cobb_01dry
  • blend_blacktop_cobb_02
  • blend_blacktop_cobb_02_dry
  • blend_cliff_leaves
  • blend_concrete_01
  • blend_dirt_concrete_01
  • blend_dirt_concrete_01wet
  • blend_dirt_concrete_02
  • blend_dirt_concrete_03
  • blend_dirt_concrete_03wet
  • blend_dirt_concrete_04
  • blend_dirt_concrete_06
  • blend_dirt_ext_01
  • blend_dirt_ext_03
  • blend_dirt_mud_01
  • blend_dirtrubble01
  • blend_docks_dirt_gravel
  • blend_docks_grass_pavement
  • blend_donner_rubble1_dirtfloor013a
  • blend_grass_black_01
  • blend_grass_grass_01
  • blend_grass_grass_02_cheap
  • blend_grass_gravel_01_cheap
  • blend_grasslawn_dirt_nosprites
  • blend_leaves_dirt_nodetail
  • blend_leaves_dirt_nodetail_mod
  • blend_leaves_estuary
  • blend_logs_moss
  • blend_lots_conc_dirt
  • blend_lots_conc_grass
  • blend_lots_conc_pavement
  • blend_milltowngrass02wet
  • blend_milltowngrass03wet
  • blend_milltowngrass04wet
  • blend_river_dirt02
  • blend_roof_01
  • blend_rubble_01
  • blend_rubble_02
  • blend_sand03_cliff
  • blend_sidewalk02
  • blend_sidewalk_01
  • blend_sidewalk_01_wet
  • blend_sidewalk_01dry
  • blend_sidewalk_dirt
  • blend_sidewalk_grass
  • blend_urbandirtlawn01_cheap
  • blendbeachleaves
  • blendconcrete38a12a_noshadow
  • blendconcrete_dirt
  • blenddirtcorn01
  • blenddirtdirt001a
  • blenddirtleaves03_burned
  • blenddirtleaves03_nodetail
  • blenddirtparkinglot01
  • blendgrassstonepath
  • blendgraveldirt001a
  • blendmudleaves
  • blendpavementleaves
  • blendrockcavewall
  • blendrockleaves
  • blendrockleaves02
  • blendrockleaves03
  • blendrockwaterleaves
  • blendrockwaterrock
  • blendswamprootleaves01_cheap
  • grassdirt_blend
  • milground011_rock2b
  • ti_nospr_blendrockstone1
  • ti_nospr_blendrockstone2
  • ti_nospr_blendrockstone3
  • ti_nospr_blendrockstone4
  • tiblendwaterrockstone
  • zblendwetrockurock

%detailtypes

When creating custom materials you must make sure all materials make use of the same "Detail Material" setting in Hammer Hammer Hammer.
This list helps you achieve this, as you can pick out what detailtype share the same spritecard.